Javascript 如何在paper.js中向这些球对象插入文本?

Javascript 如何在paper.js中向这些球对象插入文本?,javascript,animation,paperjs,Javascript,Animation,Paperjs,我想给这个()项目中的每个球添加一些单字文本 例如,python写在一个球上,javascript写在另一个球上 我不知道这有可能吗?如果可能的话,如何做到这一点 下面是生成它的纸质脚本代码 function Ball(r, p, v) { this.radius = r; this.point = p; this.vector = v; this.maxVec = 15; this.numSegment = Math.floor(r / 3 + 2);

我想给这个()项目中的每个球添加一些单字文本

例如,python写在一个球上,javascript写在另一个球上

我不知道这有可能吗?如果可能的话,如何做到这一点

下面是生成它的纸质脚本代码

function Ball(r, p, v) {
    this.radius = r;
    this.point = p;
    this.vector = v;
    this.maxVec = 15;
    this.numSegment = Math.floor(r / 3 + 2);
    this.boundOffset = [];
    this.boundOffsetBuff = [];
    this.sidePoints = [];
    

    this.path = new Path({
        fillColor: {
            hue: Math.random() * 360,
            saturation: 1,
            brightness: 1
        },
        blendMode: 'lighter',
    });


    for (var i = 0; i < this.numSegment; i++) {
        this.boundOffset.push(this.radius);
        this.boundOffsetBuff.push(this.radius);
        this.path.add(new Point());
        this.sidePoints.push(new Point({
            angle: 360 / this.numSegment * i,
            length: 1
        }));
    }
}

Ball.prototype = {
    iterate: function() {
        this.checkBorders();
        if (this.vector.length > this.maxVec)
            this.vector.length = this.maxVec;
        this.point += this.vector;
        this.updateShape();
    },

    checkBorders: function() {
        var size = view.size;
        if (this.point.x < -this.radius)
            this.point.x = size.width + this.radius;
        if (this.point.x > size.width + this.radius)
            this.point.x = -this.radius;
        if (this.point.y < -this.radius)
            this.point.y = size.height + this.radius;
        if (this.point.y > size.height + this.radius)
            this.point.y = -this.radius;
    },

    updateShape: function() {
        var segments = this.path.segments;
        for (var i = 0; i < this.numSegment; i ++)
            segments[i].point = this.getSidePoint(i);

        this.path.smooth();
        for (var i = 0; i < this.numSegment; i ++) {
            if (this.boundOffset[i] < this.radius / 4)
                this.boundOffset[i] = this.radius / 4;
            var next = (i + 1) % this.numSegment;
            var prev = (i > 0) ? i - 1 : this.numSegment - 1;
            var offset = this.boundOffset[i];
            offset += (this.radius - offset) / 15;
            offset += ((this.boundOffset[next] + this.boundOffset[prev]) / 2 - offset) / 3;
            this.boundOffsetBuff[i] = this.boundOffset[i] = offset;
        }
    },

    react: function(b) {
        var dist = this.point.getDistance(b.point);
        if (dist < this.radius + b.radius && dist != 0) {
            var overlap = this.radius + b.radius - dist;
            var direc = (this.point - b.point).normalize(overlap * 0.015);
            this.vector += direc;
            b.vector -= direc;

            this.calcBounds(b);
            b.calcBounds(this);
            this.updateBounds();
            b.updateBounds();
        }
    },

    getBoundOffset: function(b) {
        var diff = this.point - b;
        var angle = (diff.angle + 180) % 360;
        return this.boundOffset[Math.floor(angle / 360 * this.boundOffset.length)];
    },

    calcBounds: function(b) {
        for (var i = 0; i < this.numSegment; i ++) {
            var tp = this.getSidePoint(i);
            var bLen = b.getBoundOffset(tp);
            var td = tp.getDistance(b.point);
            if (td < bLen) {
                this.boundOffsetBuff[i] -= (bLen  - td) / 2;
            }
        }
    },

    getSidePoint: function(index) {
        return this.point + this.sidePoints[index] * this.boundOffset[index];
    },

    updateBounds: function() {
        for (var i = 0; i < this.numSegment; i ++)
            this.boundOffset[i] = this.boundOffsetBuff[i];
    }
};

//--------------------- main ---------------------

var balls = [];
var numBalls = 18;
for (var i = 0; i < numBalls; i++) {
    var position = Point.random() * view.size;
    var vector = new Point({
        angle: 360 * Math.random(),
        length: Math.random() * 10
    });
    var radius = Math.random() * 60 + 60;
    balls.push(new Ball(radius, position, vector));
}

function onFrame() {
    for (var i = 0; i < balls.length - 1; i++) {
        for (var j = i + 1; j < balls.length; j++) {
            balls[i].react(balls[j]);
        }
    }
    for (var i = 0, l = balls.length; i < l; i++) {
        balls[i].iterate();
    }
}
功能球(r、p、v){
这个半径=r;
该点=p;
这个向量=v;
这是maxVec=15;
this.numSegment=数学楼层(r/3+2);
this.boundOffset=[];
this.boundOffsetBuff=[];
this.sidePoints=[];
this.path=新路径({
填充颜色:{
色调:Math.random()*360,
饱和度:1,
亮度:1
},
blendMode:“打火机”,
});
对于(var i=0;ithis.maxVec)
this.vector.length=this.maxVec;
this.point+=this.vector;
this.updateShape();
},
checkBorders:function(){
var size=view.size;
if(此点x<-此半径)
this.point.x=size.width+this.radius;
if(this.point.x>size.width+this.radius)
this.point.x=-this.radius;
if(该点y<-该半径)
this.point.y=size.height+this.radius;
if(this.point.y>size.height+this.radius)
this.point.y=-this.radius;
},
updateShape:function(){
var segments=this.path.segments;
对于(var i=0;i0)?i-1:this.numSegment-1;
var offset=此.boundOffset[i];
偏移量+=(this.radius-offset)/15;
偏移量+=((this.boundOffset[next]+this.boundOffset[prev])/2-偏移量)/3;
this.boundOffsetBuff[i]=this.boundOffset[i]=偏移量;
}
},
反应:功能(b){
var dist=此点.getDistance(b点);
如果(距离

我是新手。任何帮助都将是可观的。

您可以通过在路径上添加
点文本
项来显示球名,从而轻松做到这一点。
下面是一个演示解决方案的示例。
下面是更新的代码(添加的行被注释)

功能球(r、p、v、名称){
这个半径=r;
该点=p;
这个向量=v;
这是maxVec=15;
this.numSegment=数学楼层(r/3+2);
this.boundOffset=[];
this.boundOffsetBuff=[];
this.sidePoints=[];
this.path=新路径({
填充颜色:{
色调:Math.random()*360,
饱和度:1,
亮度:1
},
blendMode:“打火机”
});
//创建一个文本项以显示名称。
this.text=新点文本({
内容:姓名,,
理由:“中心”
});
对于(var i=0;ithis.maxVec){
this.vector.length=this.maxVec;
}
this.point+=this.vector;
this.updateShape();
},
checkBorders:function(){
var size=view.size;
if(此点x<-此半径){
th